The online racing simulator
Test Patch 0.6A3 (old content / old physics / many updates)
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS / VW SCIROCCO / ROCKINGHAM

PLEASE TEST BEFORE YOU POST

RULE : NO OFF-TOPIC FEATURE REQUESTS

RULE : NO UNRELATED COMMENTS

Hello Racers, here is a new Test Patch : 0.6A3

You can read the story behind this thread in the main forum thread :
http://www.lfsforum.net/showthread.php?t=73874

0.6A3 is NOT compatible with version 0.5Z28.
0.6A3 CAN play most version 0.5Z28 replays.
0.6 and 0.5 versions cannot connect to each other.

You cannot upload hotlaps made with 0.5Z30 to 0.6A3 because they are test patches.

Please keep a backup of your LFS.exe from version Z28 so you can go back to Z28 if there are any problems.


Changes from 0.6A2 TO 0.6A3 :

Save layout button is now displayed in an SPR (same as in an MPR)
W/E/,/. keys now move values in minimum steps and use auto repeat
FIX : Name of loaded layout now remains or is cleared as expected
FIX : Select tyre while in objects menu - got wrong tyre colour
FIX : Multiple object rotation system did not work in 0.6A2


Changes from 0.6A1 TO 0.6A2 :

More updated translations included
Driver sent his / her setup - message is now displayed only once
FIX : Replay OOS error after saving an SPR with autocross objecs
FIX : Crash when "agree" was pressed on the Agreement screen
FIX : Avoided some possible unauthorised connections


Changes from 0.5Z34 TO 0.6A1 :

Autocross editor :

All autocross objects are now available at all tracks
Multiple object selection - press CTRL and click object button
Selection can be deleted, copied (O), moved (M), rotated (, / .)
Prevented mouse camera movement between button click and release
FIX : Start position sometimes remained active after deleting it

Open configuration support :

Random time from red to green lights now works with open configs
It is now possible to start a qualifying session on open configs

Various :

All translations have now been updated
CTRL+C now clips the mouse so window size cannot be adjusted
Admin commands from all connections are now logged (if enabled)
If logging is enabled a message is logged when an admin connects
The digit "1" now occupies the same screen space as other digits
Maximum qualifying time increased from 60 minutes to 240 minutes
TC Allowed Slip slider now goes up to 20% (previous maximum 10%)
On changing allowed cars disallowed cars will join the spectators
Improved multiple line text formatting - Japanese training now ok
FIX : It was possible to set qualifying on an autocross layout

Hotlapping support :

Tyres section in garage - settings for tyre warmer temperatures
You can load a layout in hotlap mode (may include start position)
NOTE : LFS World hotlaps may include start position - not objects
Hotlapping is possible on open configurations (not for LFS World)
Exit from pits now results in a clean restart to hotlap position
Reliable detection of wall side impacts (e.g. at South City)
Pit stops are no longer available in Hotlapping mode

Tracks :

SO : Removed a ghostly collision object in South City pit lane
SO : Removed two barriers embedded in tyre wall (Sprint Tracks)
WE : Fixed the position of the reversed configuration finish line
KY : Removed some barrier end segment errors from Oval / National

InSim :

New packet IS_OBH reports information about any object hit
New packet IS_HLV reports incidents that would violate HLVC
New packet IS_PLC sets allowed cars for individual players
New packet IS_AXM to add / remove / clear autocross objects
New packet IS_ACR to report (attempted) admin commands


Changes from 0.5Z28 to 0.5Z34 :

Contact detection and collisions :

Improved contact detection with road / walls / pit garage exit
Improved collisions with unmovable objects (e.g. red barriers)
Unmovable objects (e.g. ramps) now have concrete friction level
Improved wheel contact detection to reduce bad car collisions

SHIFT+U mode :

New free view mode replaces the old "low" and "high" path modes
Object or ground targeted by the mouse pointer is now detected
Left mouse button moves view point by "dragging" target point
Double click to move view point directly towards target point
Mouse wheel moves view point towards or away from target point
Left + Right mouse buttons rotate view point around the target
Arrow key movement follows ground below view point when possible
Store up to 10 views per track configuration with SHIFT+NUMBER
Recall a stored view with CTRL+NUMBER (or click the button)
Click on a car to follow it / look away to stop following
List of connections is now displayed in SHIFT+U mode
FIX : N key with options on caused overlapping text

Autocross editor :

Maximum number of autocross objects is now 800 on all tracks
Object positioning is much better - using mouse target detection
Less CPU / better checks when adding / moving / deleting objects
Adding / removing autocross objects no longer resets all objects
Added a new Ramp2 like Ramp1 but 2.8 metres wide (at all tracks)
Reduced Z-buffer flickering of chalk objects and pit stop markers
Speed limit no longer enforced if autocross start position exists
FIX : Could click on invisible replay slider when buttons visible
FIX : High altitude layout objects appeared under ground on load
FIX : Could add marshall circles out of bounds then undeletable

Open configurations :

New "drive anywhere" open configs (CTRL in track select screen)
Open configs can be selected with text command like /track=SO1X
Open configs can be used as racing circuits by adding checkpoints
Checkpoints can now be up to 62 metres wide to include pit lane
Custom layouts race progress / history now stored at LFS World
Positions list and blue flags are supported on open configs

Optimisations :

Frame rate increased - drawing most world objects is much faster
Optimised transparent objects (e.g. fences) to help open configs
Much better frame rate with many autocross objects (faster draw)
Removed continual small memory leaks (materials list corruption)
Number plate generation is much faster - reducing pit-out glitch

Interface :

Unlock screen now renames unnamed player to user name on exit
Clicking selected track loads that track (like pressing ENTER)
Windows messages processed in a cleaner way (affects key presses)
Mouse movements are processed more efficiently (drag / slide)
FIX : Mouse look info could go off screen in some languages
FIX : An invalid view could be selected when no cars in race
FIX : Meeting room scroll bar was invisible in recent versions
FIX : Occasionally refuelling did not match set amount

Graphics / Audio :

Improved display of help text / lesson text / welcome messages
F9 tyre diagram and SHIFT+L suspension diagrams now antialiased
Improved tyre optimisation - no missing parts of deflected tyres
Entry screen logo and frame are now drawn if a dialog box is open
FIX : In Driver Options the driver intersected with world objects
FIX : Reset from behind a barrier at South City could stop sound
FIX : Missing shadow on ground near fences at Autocross track

Multiplayer :

Wear limit for changing tyres can be set to 100% (never)
List of hosts can now show hosts you are not licensed to join
Host name is displayed in task bar and window title (if Latin)
Dedicated host window now adds new messages without flickering
Implemented VOB mod protection (physical changes will cause OOS)
Host options are now readable when opened from game setup screen
Default host IP address is now 127.0.0.1 (address of local host)
CTRL+SHIFT now displays time and date in all multiplayer replays
Removed TCP filter that allowed old versions in the list of hosts
FIX : On joining host, cars not past finish line showed wrong lap
FIX : Some problems resulting from multiple requests to join race
FIX : Pit stop did not end if car was knocked out of the pit lane
FIX : Some crashes that could result from an invalid unlock state
FIX : Some missing images (e.g. track select) caused LFS to crash
FIX : Suspension could incorrectly stay broken on remote computer
FIX : It was possible to get stuck on the track selection screen
FIX : Host restart exploit caused by multiple join packets

Text commands :

New command /ck cancels any kick or ban votes in progress
New command /cv cancels game votes (restart / end / qualify)
Command /modified=yes allows a private host to avoid CP checks

InSim :

NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)
New packet IS_CON reports details of contact between two cars
Longer IS_MST now up to 128 chars / specify sound / send to all
Lap timing info added to IS_RST (standard / custom / checkpoints)
OutGauge : OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack
Security : InSim can no longer be initialised from a URL command
FIX : Clutch axis / button was not reported from Controls screen
FIX : IS_BTN did not allow documented limit of 240 characters

Misc :

New Ukrainian translation included
Hungarian translations of training lessons updated
Misc options : F9 / F10 accelerometer can be shown as one value
Improved detection of invalid window positions when starting LFS
URL command is now case insensitive - LFS:// or lfs:// both work
Cruise : no need to drive a lap before serving DT / SG penalty
Cruise : current lap is not displayed if lap timing is disabled
FIX : InSim camera with vertical pitch would cause LFS to crash
FIX : OutGaugePack ID was always zero regardless of ID in cfg.txt


DOWNLOADS :

NOTE : Z28 (or later) must already be installed! If it is not, please install Z28 before installing this test patch.

PATCH Z28 to 0.6A3 (SELF EXTRACTING) (If you already have Z28) :
www.liveforspeed.net/file_lfs. ... =LFS_PATCH_Z28_TO_6A3.exe (2.2 MB)

PATCH Z28 to 0.6A3 (ALTERNATIVE ZIP) (If you already have Z28) :
www.liveforspeed.net/file_lfs. ... =LFS_PATCH_Z28_TO_6A3.zip (2.7 MB)

DEDICATED HOST 0.6A3 (non-graphical version for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_6A3.zip (1.6 MB)
Save layout button is now displayed in an SPR (same as in an MPR) Check
W/E/,/. keys now move values in minimum steps and use auto repeat Check
FIX : Name of loaded layout now remains or is cleared as expected Check
FIX : Select tyre while in objects menu - got wrong tyre colour Check
FIX : Multiple object rotation system did not work in 0.6A2 Check


Thanks very much Scawen
Ran it and I think I spotted something - but ill verify it before I note it here:


On another note that has been bugging me, especially since the object limit was increased recently.

On A host with like 700+ objects layed out ......

If we get disconected and reconnect to the the same host - we have to load all these object all over again - but not the track itself ( because the track is already loaded ).

:A: Since a command exists to insta clear objects I think it would be a good idea to allow client side caching of the track layout objects so if we reconnect to the host we can simply load the cached - once connected have the client "verify" that no objects have changed.

The reason for this is on a slow or very busy server the 'repeately' waiting for the server to load the same layout over and over again is somewhat annoying. If the track remains in memory after DC or after disconnection then It could make sense to allow the layout to stay in memory as well instead of resetting it every time you are disconnected, or at least make it a slectable option in the client settings.

This way when reconnecting to a server ( or after getting joosed by a server after connecting ) we don't have to sit and wait for 800 objects to load all over again. Basically speeding up the reconnect by 'not' clearing the layout from the loaded track when your connection gets dropped. But only maintaining the layout in memory under the condition:
  1. Reconnecting to the same server
  2. Server has not changed track
  3. server has not /end-ed race
4: after connection - cycle through objects and modfy/edit/update objects that have been changed since last DC - if any ( usually not ).

:B: when switching server then load the new layout from scratch again but clearing the cached layout if the other server uses the same track.
Quote :W/E/,/. keys now move values in minimum steps and use auto repeat

idk but...
The "W, E" Key for size the CP Line makes minimum 2m.
Example: The Checkpoint is on 20m. I press W then jump the Checkpoint to 22m.

The ", & ." Key for Rotate the Objects make 1.2° Rotation.
Example: The Barrier is on 45°. I press the , key then jump the Barrier to 46.2°.
Quote from Stölzel :idk but...
The "W, E" Key for size the CP Line makes minimum 2m.
Example: The Checkpoint is on 20m. I press W then jump the Checkpoint to 22m.

The ", & ." Key for Rotate the Objects make 1.2° Rotation.
Example: The Barrier is on 45°. I press the , key then jump the Barrier to 46.2°.

Nearly right... but the steps are 1.4 degrees, not 1.2 degrees.

I've described that in detail on the previous test patch thread :

http://www.lfsforum.net/showthread.php?p=1605167#post1605167
-
(Flame CZE) DELETED by Flame CZE : Scawen was quicker
attached image
Ok, i have tested it and it works fine for me.
I suggest more sensibility when rotating layout objects because I can't select long straight barriers sections, is realy hard try adjust it and i need take smaller straight barriers sections.

I have done a layout with new autocross objects for test it and I will upload it now on Layout section in the LFS Forum.

Some people tell me that they think that isn't a good idea at all fix this:
Quote :Driver sent his / her setup - message is now displayed only once

They think that because sometimes they are racing and someone send a setup and they didn't noticed that if who sent the setup do it "spamly".

Thanks for all

Edit: I have read this and that feedback my suggestion about the sensibility for now... http://www.lfsforum.net/showthread.php?p=1605167#post1605167
Quote from Scawen :Nearly right... but the steps are 1.4 degrees, not 1.2 degrees.

I've described that in detail on the previous test patch thread :

http://www.lfsforum.net/showthread.php?p=1605167#post1605167

In my opinion, that could be also used when clicking on the two arrows beside the value slider. So if you clicked on the > arrow, it would increaste the angle by 1.4 degrees. I don't know though how hard it is to implement.

By the way, I've tested the fixes, all seems to be ok now.
FIX : Select tyre while in objects menu - got wrong tyre colour also fixed was the same issue with lines

I'm now able to load 830 objects in autocross layout.
Quote from CodieMorgan :...

Something like skins download would work I expect.

There is one possible way to do it now. The local client issues an /axsave to create a local copy. I don't know if it's easy to check if layout name is already local though.

All of the fixes seem to work as expected, and the repeat based size/rotation feels much smoother than before, so is an improvement.
Quote from sinanju :I'm now able to load 830 objects in autocross layout.
[/COLOR]

I managed to place only 802 objects (BL3), strange
A friend of me gets an error whilst loading A3:

Could not load font

Any idea what this means Scawen?
830 - See screenshot

EDIT

And copy of layout
Attached images
830 objects.png
Attached files
BL3_Scissors2a.lyt - 6.5 KB - 352 views
Scawen, bug with marking
Attached images
lfs_00000060.jpg
Got a layout save bug:

- place some objects in a layout,
- save the layout (unoptimised),
- click 'optimise'.

Then when you try to save the layout, the layout name will not appear, only the track abbreviation and underscore.

Edit: Oh and thanks mbutcher for the clarification below, now I get it.
Restricted areas and route markers are not contained within the 800 object limit.
Quote from DANIEL-CRO :Scawen have you tested this http://www.lfsforum.net/showthread.php?p=1605032#post1605032

No. I'd be more willing to try and fix it if someone can provide an exact way to reproduce it. When I can reproduce it, I can fix it. But it has not reached the top of my priority list. I don't know if it will, but it would if there is a reproduction method.

Quote from rockclan :A friend of me gets an error whilst loading A3:

Could not load font

Any idea what this means Scawen?

Incorrect installation, I guess.

Quote from sinanju :830 - See screenshot

You can load 800 actual objects - including start position / checkpoints / finish line. PLUS up to 96 marshall circles. So the highest number you could see there is 896.
Scawen, why do you allow the use of 896 objects and not a round number like 1024?
Quote from Flame CZE :Got a layout save bug:

- place some objects in a layout,
- save the layout (unoptimised),
- click 'optimise'.

Then when you try to save the layout, the layout name will not appear, only the track abbreviation and underscore.

When no changes have been made since the last save or load, you get a "Save layout" button instead of the "Save changes" button. The "Save layout" button doesn't try to include the currently loaded layout name. There is no point saving an unchanged file with the same name.

What you are doing is actually pointless. Optimising your objects with the optimise button does not affect the saved file in any way. It just puts the objects into static vertex buffers on the video card. This is always done when you load a layout anyway. So don't waste your time pressing "optimise" before saving.
Quote from Scawen :When no changes have been made since the last save or load, you get a "Save layout" button instead of the "Save changes" button. The "Save layout" button doesn't try to include the currently loaded layout name. There is no point saving an unchanged file with the same name.

What you are doing is actually pointless. Optimising your objects with the optimise button does not affect the saved file in any way. It just puts the objects into static vertex buffers on the video card. This is always done when you load a layout anyway. So don't waste your time pressing "optimise" before saving.

Ah, understood, sorry
Quote from mbutcher :Scawen, why do you allow the use of 896 objects and not a round number like 1024?

I saw a need to increase the number of objects, so that number was increased to 800, but I haven't heard of a need to increase the number of marshall circles.
Quote from Scawen :No. I'd be more willing to try and fix it if someone can provide an exact way to reproduce it. When I can reproduce it, I can fix it. But it has not reached the top of my priority list. I don't know if it will, but it would if there is a reproduction method.

load replay, click on me (looking from my car), press 4 (racing line) before I took wrong route
then comes message:
Quote :Could not open file : data\knw\BL2_FBM.knw

when I leave pits look at me, You can try pressing 4 but nothing happens.

Also I remember something like this happens on for example cargame s2, when you leave pits youll see racing line from different car
Attached files
BL2_race_2L_9R_5F_2.mpr - 483.2 KB - 343 views
Quote from Scawen :I saw a need to increase the number of objects, so that number was increased to 800, but I haven't heard of a need to increase the number of marshall circles.

I meant why isn't the total number of objects 1024 (Eg. 928 physical + 96 invisible) because 896 doesn't make much sense. Is it 800 simply because the object-draw is more efficient now meaning 1024 would be excessive?
Quote :Could not open file : data\knw\BL2_FBM.knw

These things are not compatible. Slick + primer
This thread is closed

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